The chapter analyzes the organization of space and narrative in videogames as an instance of the information architecture of digital environments and of thestructural role it plays in shaping experience. It does so by adopting two different waysto analyze the space/narrative relationship: Lynch’s spatial primitives for cognitivemapping, and McGregor’s taxonomy of spatial patterns. These are then applied toread three different action/adventure video games: Prince of Persia: The Sands ofTime, Shadow of the Colossus, and Middle-earth: Shadow of Mordor. The reason isthreefold: to illuminate the individual information architectures of games that might,on the surface, be regarded as providing very similar experiences; to contribute tothe ongoing conversation on embodiment and spatiality in information architecture;and to provide an example of how contemporary information architecture can beemployed to critique different types of information environments.